Archimedes5000
Archimedes5000
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Other than rank 20s I dont think anyone uses them lol
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Maps in this game are way to bright for a horror game, flashlights are completely useless as a lighting tool, so yeah, maps shoud be way darker.
(Un)fortunately this game is more focused on gameplay and not horror elements, so dont see that happening.
Darkening the map only for surviviors could be sort of a solution, but Im afraid survivior mains would start screaming that the game is killer biased, so I dont think its going to happen either.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1052594#Comment_1052594
Tenacity, lets combine that with unbreakable, boring obvious combo.
Thats what I mean as an example, using perks together that are so obvious to run together, it becomes boring, it feels mandatory.
Knock Out and Deerstalker
Nurses Calling and Sloppy Butcher
And again, Auto Didact is a risk/reward, if you dont like the risk, dont use it, no different from Hex Perks for killers.
I personally run Auto Didact like I said before, not even with something obvious like spine chill and its fine, infact its a pretty awesome experience once you are past the negatives and especially when you have your 5 stacks, its just beastly fast.
But to change the perk just because you want to run it but with less of the risk or making the risk more something you can calculate/count on is a bit off, again there are healing perks you can use instead that are reliable if you prefer that, this is a perk that fills the risk/reward category and tits not for everyone.
Yeah, just like Flip Flop and Boil Over, Iron Will and No Mither...
I have yet to see someone using Tentacity with Unbreakable and not with DS for example.
But well whatever.
Yes, its a risk reward, but I dont see it as a reason for not working with ANY perk at all, (sorry, forgot about Spine Chill, but it does not do much anyway). Hex perks are are risk reward, but there are perks like Haunted Ground and Thrill of the Hunt that exist specifically to protect them. So yeah, having to waste a perk slot to make one perk a BIT more reliable is nothing new for this game and I dont see it as a bad thing, you can use 4 unreliable perks that dont work together at all, or focus on maximizing potential of that 1 perk you want to rely upon, in this case Autodidact.
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That would be OP because Autodidact gets a buff from decreased healing speed. If you had Sloppy Butcher AND Self Care, you could get all 5 tokens from one heal lol
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@ZoneDymo said:
yeah no, 1 it inspires just more boring builds where people have to combine perks to gain the most benefit making the entire customization system pretty much non existent.
and 2. honestly auto didact is fine, its another risk reward perk, if you dont want the risk, just run Botany Knowledge, simple set buff to healing, but if you want to run the risk, you could be rewarded with near insta healing upon a skill check and I personally love the option of both and run both on different survivors.
"it inspires just more boring builds where people have to combine perks
to gain the most benefit making the entire customization system pretty much non existent"
What.
First of all, this is how you make and customize builds lol. Second, Autodidact would make you stuck with the basic healing speed, so no 8s heals with We'll Make It anymore. If your Autodidact doesnt proc, you are pretty #########. You get rid of ALL heal speed buffs for the sake of Autodidact, and this is fine, because you couldnt use it with healing buffs anyway.
And no, Autididact is not fine, I have never seen it in a game, and for most players its just a healing speed debuff for the half of the game. Even seeing how skilled players use it, you can see that this perk is completely unreliable, as it does not work well with any survivior perk, and relies on skillcheck RNG, that can ONLY be increased by a fricking Unnerving Presence, and thats a Killer perk lmao.
Oh yeah, and also Sloppy Butcher makes it quite good.
So unless we get a survivior perk that increases skillcheck chance instead of reducing it, Autodidact is not fine.
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So basically, with the wombo combo of We'll Make It, Botany Knowledge and Resilience, we reach 36.3% chance every second, and if we add Leader on top of that, there will be 40.5% chance
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@Papi_Sans1 said:
https://forum.deadbydaylight.com/en/discussion/125978/the-state-of-ds-and-my-proposed-ds-changes
I thought everyone agreed that it should be based on time and whether or not you were the latest survivor hooked (ie if someone is hooked after you, it deactivates).
Clearly not everyone lol
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@Papi_Sans1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052271#Comment_1052271
They have the ability to essentially move around the map at very high speeds while invisible and not being able to hit survivors, but not teleport. Honestly though, that's my main turnoff from those games because it looks really broken, so I'd hate to see it in DBD. Plus those games are both kind of terrible so I wouldn't like to see the devs take anything from them except for maybe Jason if they can get the rights.
Teleporting to a set number of locations is different that being able to go wherever you like at high speed.
If it was a few maps and not a basic feature appearing on every map, then I dont see a problem
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Pretty much never?
Maybe after a very unsafe unhook after downing the rescuer, if that still counts as tunneling
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@bob_bobber said:
https://forum.deadbydaylight.com/en/discussion/comment/1052030#Comment_1052030
Sounds good,
In this case, the survivor can enjoy the tactics of using a locker until the end of the game.
And killers with Iron Maiden can easily attack vicious survivors who diversify lockers
But they could still see the exposed status...
Maybe something like this:
Aura for 4 seconds instead of screaming
No exposed status
Gives the killer 1 token for that particular survivior.
Next time survivior with a token enters the TR, token is consumed and applies exposed for 15 seconds on that survivior.
This way you can actually benefit from the exposed status effect
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I like this idea. Babystiier is not a strong perk, and it still wouldnt be strong even after that buff, but this change would certainly make it better.
Its one of those perks that cannot be abused, so breaking stealth shouldnt be an issue.
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@starkiller1286 said:
And calm spirit counters spies from the shadows
Iron maiden counters the locker healing perk
Bt soft counters endgame unhooked downs
Object of obsession used to counter stealth killers entire existance
Distortion counters bbq and all aura reading perks/addons
A lot of things counter each other babysitter isnt really a special case since besodes T1 myers stealth killers arent always ising their stealth ability. Pigs are far less efficient if they crouch everywhere, demogorgon is only undetectable when using a portal (i assume i dont own them). Wraiths have to be cloaked for their speed boost but cant hurt you without the uncloak headstart.
I know you find babysitter suboptimal against stealth killers but that would just make it diet old object of obsession which good loopers wanted the killer to know where they are so they could waste their time.
- You are 100% right, but no one cares enough about SFtS to complain about it.
- Also true but there is no way these perks would NOT counter eachother
- But it does not anymore for a reason
- It doesnt, BBQ has up to 12 stacks, Distortion has 3
- We are talking about unhooks, stealth killers often use this oppurtunity to ambush, so its safe to assume that they could be using stealth at that particular time.
- Babysitter cannot be triggered every time you want like OoO, so there is no way it can be abused like you described
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My idea is this:
DS timer is still 40/50/60 seconds but:
DS timer is paused when:
- In a chase
- In Dying state
DS immediately deactivates when:
- You perform any action for more than 1 second combined (except Vaulting)
- You get caught in a Bear Trap
- All other surviviors are Dead, Dying or Hooked
DS timer is reduced by 14/17/20 seconds (1/3rd) every time:
- Your location is revealed outside a chase (includes triggering Phantasm Traps) (except for Shock Therapy)
- You heal an injury
- Another DS activates
- Another survivior is Hooked
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Can you people stop being rude and spreading false information? BHVR does not control EasyAntiCheat and they just told him that they cant dispute the ban.
OP said that he is aware of EAC, and guess what, everyone who knows at least a bit about anti cheats knows how easy it is to bypass it so dont worry about him lol.
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Well you can't change the files in that way, at least from what I know.
But if you leaked that mod to the public, then maybe BHVR would fell the need to hurry up and fix it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1047820#Comment_1047820
Again, why should someone else have to wait for you to find the hatch or die to EGC just because you want measly points? You already lost, no sense in wasting other peoples time.
They can get points too.
And no, no one loses until the game ends.
And compared to game and queue times, 1 minute is nothing
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@MrDardon said:
Thanatophobia is the fear of death. You can't really fear death if you're dead.
But the others are scared of ending the same
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Yeah, Peanits is a Huntress main, we arent changing the reload speed, not on her watch
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How is Devour early game gen slowdown perk.
So no, its not a replacement.
Devour is the best Hex perk right now though.
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@Smeagol said:
https://forum.deadbydaylight.com/en/discussion/comment/1050371#Comment_1050371
lol accept defeat. you have serious mental issues
######### is wrong with you.
O no someone has different opinion lets do a shitstorm
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@HellDescent said:
Here is the worst case scenario. And no nobody was abusing this in the video. I t just shows what could happen to your game. Somehow Meg escaped while I had her on my shoulder the entire time
Forever together
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Thats the third time we have this thread this week.
Still no response from devs
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/125813/thanatophobia-qol-changes-discussion
Well on one hand, if there was a disconnect at the start of the game, that's a pretty harsh penalty. The remaining survivors are then not only one player short but everything they do is 4% because of that person. Also, Thanatophobia is the "fear of death" so it gets its power from people FEARING death. If someone were to die, they wouldn't exactly be expressing fear anymore.
If we go by your logic then it should only work on injured surviviors because others are fine.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1050440#Comment_1050440
You don't lose stacks, the perk just deactivates. If you get hit by DS it will activate again.
Furtive is the only perk where you lose stacks if the obsession dies.
https://forum.deadbydaylight.com/en/discussion/comment/1050494#Comment_1050494
It's actually not especially when combined with Thana, Pop, or new Ruin.
"IF THE OBSESSION IS ALIVE surviviors get a (...) penalty to..."
No, you dont lose stacks. The perk just stops working at all.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/1050459#Comment_1050459
so you're telling me people DCing or suiciding on hook is less good for the killer than a Thanatophobia point ?
Its not good for the killer either because you lose ton of points and are forced to go easy on them
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1050459#Comment_1050459
DL is beneath PGTW the best gen protect perk. I know it is not commonly used, that's why I used the marks.
The survivors get punished by DC and give-up way more than the one perk.
And it is a buff as it applies more slowdown in endgame. Survivors die throughout the match, weakening the perk. Removing this drawback is pretty much a buff.
And what is the problem with DL being an obsession perk?
If you could keep DL even after death of obsession, killers would just tunnel it out immediately. Thats why obsession perks have this condition.
Thana is not an obsession perk so it does not need that drawback.
I dont see a problem with this perk not getting weaker at the end of the match, currently Thana is weak in early game, decent in mid game and then weak again. This is pretty bad compared to other perks
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@HectorBrando said:
Being 1 less survivor is a handicap harsh enough also it would encourage tunneling even more.
Its not worth wasting so much time for a 3.5% debuff. This would just make the perk make more sense and not punish killer for surviviors giving up.
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@Deadeye said:
Because a missing survivor is already debuff enough. That's why "the new meta" slowdown perk DL does not affect the obsession at all and looses all stacks when the obsession dies.
EDIT: in addition, this would not be a QOL change, it would be a buff
Dying Light is not meta
Dying Light is an obsession perk
Thanatophobia is not strong at all
Thanatophobia gets punished by DCs and giving up on hook for no reason.
It is QoL change because it makes the perk more consistent and not dependant on DCs and such.
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What about onigiri and origani?
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@NoMitherPlayer said:
https://forum.deadbydaylight.com/en/discussion/125581/why-no-one-uses-no-mither-qol-changes
My idea about no mither is simple. Movement speed. With other words, you run faster. The devs can't give no mither a stronger effect than a similar perk. Movement speed hasn't been exploited that much till now even tho it's extremely strong. You get some with breakout and some with hope. But it's very specific. Honestly when I have no mither I literally run the shirtless David king and bloody pants. I would even add a halloween kit if it was useful. The noises reduction they put on it, honestly? This could be such a badass and show off perk if you were running faster than everyone.
Stealth or hiding the bar? The purpose of this perk is just the opposite. "I'm an easy kill come at me" basically explains it.
My purpose was to use the current effect of the perk and make it useful, but total rework might work too.
The reason why (running) speed boost is not used is because it makes chases longer, and also it can have unexpected impact on balance of the whole game.
The problem is HOW MUCH speed boost do you get. Hope gives you 7% and this is already enough to outrun Tobstone Myers, if you stacked another 7% on top of that, you would also outrun Hag, Huntress and Spirit, while almost matching the speed of every other killer in the game, prolonging chases greatly.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1049099#Comment_1049099
But there are killer perks and powers that do.
Well yes, but Devour, NOED and Rancor are late game, so you would have to NOT get hit for the whole time before it triggers. Only ones remaining are Haunted Ground, Iron Maiden and Make Your Choice, and these work only in special circumstances.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1049148#Comment_1049148
Honestly, and I say this with an open mind...
I think the timer pausing while being slugged is a terrible idea. I feel like it somehow "tames" the killer. When I should just rip through their bo-...๐๐ I mean when I should just be able to keep tunneling if I want to.
Imagine how bad this would be if the last gen has just gotten done, a person with DS is on hook and you know you can't go back or else you will get hit because you can't slug them to run the timer off.
I mean, as a survivor I'd enjoy this. As a killer not so much.
Being the last survivior would be one of conditions where DS is disabled. You cant be tunneled if your the last survivior
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1049115#Comment_1049115
The problem is that they made DS to have an anti tunnel feature. When in reality DS doesn't stop the tunneler. You can still tunnel someone even after you've been stabbed. I've done it.
So with that in mind, even if they reworked DS. The fact that you can slug for an unlimited amount of time, would make the perk nearly worthless.
Imagine this: A reworked DS player gets unhooked. You don't go back to the hook. The player accidently steps into a trap 4 feet from the hook, their DS deactivates. You are encouraged to go back because you know this information.
Yeah we can discuss how the player should have watched out for the trap, but in the same manner we can also discuss how the killer can just slug to run out the timer.
If all conditions where you are not tunneled anymore (what I mentioned above and more) disabled DS, then I would be 100% content with DS timer being paused while you are slugged.
Because slugging someone immediately after unhook can also be considered kind of tunneling. But only when you are not forced to slug by DS working when it should not.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1049077#Comment_1049077
If they were to rework DS (Which I doubt since it's probably in the best spot it will ever be) Killers would still slug. I say this being someone who plays killer. I would still slug because it is a strat to slow down at times.
So in essence what I am saying is that, if they have that luxury, survivors should have some type of luxury. They get it in the form of a perk, so they have to waste a slot to "possibly" use it. Killers get the slugging feature as a base. You don't have to do anything, literally just down them and leave them.
I also play Trapper (he is one of my favorite killers) and I completely understand what you are saying. The best advice I can give you is hit instead of grab. Especially if you know a) They are obsession b) They were just unhooked. Even if you think you are wasting time, if you didn't specifically tunnel them, you might have 20 seconds max to wait. This is keeping 1 person off the gen and requires another to come heal them. I've gotten snowballs out of that.
Also DS is only a one time use. Slugging is unlimited, so the difference is quite high IMO.
Yeah, I know, just saying that DS hitting at bullshit times really can make you play less nice.
I think DS could get a bit of rework.
For example disabling when DS user is caught in a trap, starts doing gens, starts healing, starts cleansing, there are multiple other people hooked/downed, etc.
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@The_Bootie_Gorgon said:
when someone knows they are being observed, their behavior changes...just look at the challenges for the rift...
They will try to get better at game just like with ranks now (ranks are broken but you know what I mean). Its not really a bad thing
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1049061#Comment_1049061
I mean, it opened twice (I didn't have a key) and at that point the killer couldn't do anything except take the L.
Ye, but your friend had the key.
If you died first, the hatch opened, and killer closed it, then it would have been fine for the key to open it again. Because the killer can just guard it.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/125581/why-no-one-uses-no-mither
Personally, I think it should just make you exposed the whole match. You still go down from any attack, you don't have a target on your back the whole match, and others can still get altruism bp for healing you. Also, it doesn't feed Oni the entire match.
Wait, actually its not so simple, if you get 1 shot at the start of the game then it means it has to be No Mither. There is no other perk that does that...
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@The_Bootie_Gorgon said:
if the avg player knows what needs to be done to advance, it ruins the system in this case...
If you know only approximate of your rank, then you can never judge for sure what tactic abuses the system. There are just too many variables. If you have the exact numbers then its certainly easier, thus the approximation.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1049048#Comment_1049048
Sadly, I'm neither of those. I play both survivor and killer lol
This thread is clearly about the second option.
I even thought about the same thread as you
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@Johnny_XMan said:
While I agree that slugging as a perk is absurd, let's not pretend like slugging for a killer isn't a luxury. You wouldn't be slugging if people were getting right back up over and over with the unlimited amount of times it happens.
I just don't wanna hear about how killers would play "nicer" if perks like Ruin weren't nerfed and DS didn't exist. Because that is just as absurd.
I agree about Ruin, but actually DS kinda works like that.
When I play Trapper and someone, fully healed, gets caught in my trap, so I pick him up AND GET ######### BY DS just because I hooked him less than 1 minute ago, and it does not matter how many people I hooked in the meantime, then trust me, I feel intense urge to TUNNEL THAT ######### AND HIS FAMILY TO DEATH even if its not his fault.
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@The_Bootie_Gorgon said:
The hidden skill ranking system is attempting to measure what the avg player does is my guess...
May be true, but they could just have done a test run without telling us and then show us the new mmr when its finished.
From what they said, thay dont want to ever show it to us
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I think the problem is not hatch opening after killer closed it. The problem is key opening it while there is more than 1 survivior remaining.
Key should be able to open the hatch only after the killer closes it imo.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1049048#Comment_1049048
I'm very confused about that last part
You know, every time someone complains about DS working even if killer is not tunneling, the prime counter is always: "jUsT sLuG for more pressure". But that one guy claimed that slugging should be a perk, because its not fun to be slugged, and without a per you can only have 1 person on the ground.
If this is not peak of survivionese enlightment then I dont know what is.
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@T2K said:
I like the idea of the handicap but imo its not that simple. I think items wont be possible. Your friends can just give you an item ingame or you can open a chest. I also think the perks are not the real problem here. I can only speak for myself but I would give a low rank killer a good run without any perks. There is just a big difference in game experience and tbh survivors dont need perks to stomp a killer. Keep also in mind you play swf although you have mixed ranks.
I used to play kyf with my friends, with me as killer. I teached them all the important stuff and basics. After they felt more comfortable and confident we switched to live and they did pretty good even against red ranks. I think thats one of the best ways to play with your friends and help them to get used to the game.
@Waffleyumboy said:
Yeah that would be nice. Alleviate queue times a tad and encourage new players to join.
But thats still 1 item less. And worse players have worse items too.
But yeah, you are right. I think the handicap should lower your rank, but not infinitely. Like 4 ranks but not more.
Keep in mind that they can just derank/smurf even right now
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When I saw this thread I was 100% sure its going to be either some hurt killer OR its going to be about that one survivior main that has archieved highest state of survivonese enlightment.
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@toxicmegg said:
i actually like the new system and hope it's gonna work. ppl would stop tryharding for ranks, Q times would be shorter and there's a 50/50 chance to get players the same skill level as you. meaning, you PROBABLY would win 50% of your games which is pretty much how it should be. If the new system is launched, dbd would be more relaxed and not competitive :)
People woud stop tryharding?
Killers have to tryhard to win most of the time and surviviors do not have to tryhard already by playing swf.
Maybe leave the decision to tryhard or not to the player, and not force it on anyone
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/125581/why-no-one-uses-no-mither
Personally, I think it should just make you exposed the whole match. You still go down from any attack, you don't have a target on your back the whole match, and others can still get altruism bp for healing you. Also, it doesn't feed Oni the entire match.
Omg its so simple, why didnt I think of that
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@Fibijean said:
That is interesting, I didn't know that either. I wonder if it can track Doctor's illusionary pallets as well?
Hmm, freddys pallet exist in dream world, while docs pallets are just an illusion, so its not a belonging
But it probably works, just like windows of oppurtunity
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@KEKWhisperer said:
https://forum.deadbydaylight.com/en/discussion/comment/1049004#Comment_1049004
no no of course not
im agreeing with you, i just think the reason people don't use it is because survivor mains have no interest in a "hard mode"
I think that people who like hard mode in solo just go for super altruisic builds with like autodidact or well make it, and try to be useful to the team and save everyone instead of being handicapped while dragging the team down.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1047653#Comment_1047653
Ok yeah. He respects the pallet so he's totally gonna fall for a 360 or just wait until I get to another loop.
Do me a favour and play the game
You can reaction 360 and just let the animation enchancement do the job for you.
Or just let yourself get hit and go back to doing gens